Spare Code ? Dump It here.

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  • SocksSocks London, UK.Member Posts: 12,822
    edited March 2014

    @Armelline said:
    Working on my game Ivy I had to have a leaf fall down the screen. Although some leaves will drop straight to the ground, I always expect them to sway gently from side to side when they fall. As such, leveraging LumpApps' awesome Mobinus, I thought I'd share the leaf falling solution I came up with.

    A Little Falling Leaf
    Requires GameSalad RC build

    Very nice, but in the highly subjective world of leaf dropping I like my falling leaves to crest (or reach the peak of their swing) on their longest axis, so the leaf oscillates from tip to tip rather than rotating as it falls . . . . this is all sounding like a load of confused rambling nonsense, let me make a quick demo to show you what I mean . . . back in a second . . .

  • SocksSocks London, UK.Member Posts: 12,822
    edited March 2014

    @Armelline‌

    Here you go, this what I mean:

    Link: https://www.mediafire.com/?lqmd376ma54r3q7

  • ArmellineArmelline Member, PRO Posts: 5,397
    edited March 2014

    @Socks said:
    Very nice, but in the highly subjective world of leaf dropping I like my falling leaves to crest (or reach the peak of their swing) on their longest axis, so the leaf oscillates from tip to tip rather than rotating as it falls . . . . this is all sounding like a load of confused rambling nonsense, let me make a quick demo to show you what I mean . . . back in a second . . .

    I tried that, but I decided it was too static feeling. I thought a bit more "randomness" to the overall feel of the movement was ultimately better, at least for my purposes. With rotation it feels more "in the wind", without the rotation it seemed too much like a feather falling. Does that make sense?

  • SocksSocks London, UK.Member Posts: 12,822
    edited March 2014

    @Armelline said:
    I tried that, but I decided it was too static feeling. I thought a bit more "randomness" to the overall feel of the movement was ultimately better, at least for my purposes. With rotation it feels more "in the wind", without the rotation it seemed too much like a feather falling. Does that make sense?

    Yes, makes perfect sense, rotating/tumbling leaves are what you'd get in blustery/gusty weather.

    I do have a secondary oscillation in each of the two constrains to introduce some pseudo-randomness, but they are turned down pretty low.

    Anyhow, anyone got any feather animations they want me to interfere with ?

  • HopscotchHopscotch Member, PRO Posts: 2,782
    edited March 2014

    Idle hands @Socks? Maybe you can give some optimisation tips on my repeating forward and reverse counting formula further up in the thread.

    It works, but am sure it can be cleaned up.

  • JDuaneJJDuaneJ San Francisco Member Posts: 300

    @firemaplegames said:
    Great thread!

    Here is a link to download the 40 or so demos I made back in 2009/2010.

    They are quite old and there are much better programmers than me, but perhaps they will help somebody out?

    http://www.firemaplegames.com/downloads/GameSalad_Demos.zip

    Here is a link to them on my GS profile page. The GS Safari plugin no longer works, but at least you can see their titles and know what you'll be downloading. ;)

    http://arcade.gamesalad.com/p/firemaplegames/games

    Joe

    Thanks! One of your demos gave me a brilliant game idea! $$$ ;)

  • quantumsheepquantumsheep Member Posts: 8,188

    @JDuaneJ said:
    Thanks! One of your demos gave me a brilliant game idea! $$$ ;)

    Joe's demos are brilliant - a must download for anyone starting out or wanting to increase their knowledge :)

  • ArmellineArmelline Member, PRO Posts: 5,397
    edited March 2014

    Register touch on specific overlapping object that moves

    Edit: Obsoleted by RThurman's superior intellect! See below!

  • RThurmanRThurman Member, Sous Chef, PRO Posts: 2,881

    @Armelline‌ -- I may not get a chance to look at your demo for several more hours. But, In your searching did you try the example I gave in this thread a few pages back?
    http://forums.gamesalad.com/discussion/comment/436263/#Comment_436263

    If that file does not work for your purpose, I'd be happy to know where it falls short. (If you have time to evaluate it.)

  • JDuaneJJDuaneJ San Francisco Member Posts: 300

    @RThurman said:
    If that file does not work for your purpose, I'd be happy to know where it falls short. (If you have time to evaluate it.)

    Code don't work...Deal with it B)

    ...i'd love to know as well.

  • ArmellineArmelline Member, PRO Posts: 5,397
    edited March 2014

    I didn't try that one :D Will take a look, see if it's applicable.

    Edit: Looks like it'll take a little modifying, but probably can work! Definitely a much better solution! <3 (Is there any specific purpose to the timer?)

    Edit 2: Actually can get it to work on my "tester" project, but not on my actual project. Not sure why yet :D Will work out if I'm doing something wrong, or if there's another factor that breaks it :D

    Edit 3: On a side note, there is so much awesome stuff inside this thread, but 16 pages and hundreds of posts means things will get missed. Perhaps a summary of what's included should be compiled and maintained on the first post?

    Edit 4: Seems to be working now, seems GameSalad got confused when I removed an attribute then added one back with the same name.

  • RThurmanRThurman Member, Sous Chef, PRO Posts: 2,881
    edited March 2014

    @JDuaneJ -- :D

    @Armelline -- Hope it works out for ya!

    Edit: The timer is just to slow things down a bit. It needs 1/60 of second (a pass through the frame) before everything registers correctly.

  • Braydon_SFXBraydon_SFX Member, Sous Chef, Bowlboy Sidekick Posts: 9,273

    Point and Click Tile Puzzle

    Many point and click adventure games have these types of puzzles, usually to unlock a door or reveal a key. I made this as a tutorial, but thought I'd post the finished project here for all who are interested.

  • quantumsheepquantumsheep Member Posts: 8,188

    Nice one, braydon :)

    I helped someone out earlier with a quick introduction to animation via a table.

    I'm sure it can be done better, but it works fine for me :)

    File attached. The thread is here if you need some context for it:

    http://forums.gamesalad.com/discussion/comment/461343/#Comment_461343

    QS =D

  • Braydon_SFXBraydon_SFX Member, Sous Chef, Bowlboy Sidekick Posts: 9,273
    edited March 2014

    @quantumsheep said:
    Nice one, braydon :)

    I helped someone out earlier with a quick introduction to animation via a table.

    I'm sure it can be done better, but it works fine for me :)

    File attached. The thread is here if you need some context for it:

    http://forums.gamesalad.com/discussion/comment/461343/#Comment_461343

    QS =D

    @quantumsheep‌ - Nice!

    Just thought I'd point this out: You dont need the ..".png" at the end of a Change Attribute (Or Constrain) when changing an image. I'm not really sure why that caught on, or if that's how it use to work before (been too long and I dont remember) but now it's no longer needed:

  • quantumsheepquantumsheep Member Posts: 8,188

    I think it's how it used to work before...

    If it ain't broke, I'm not 'fixing' it ;)

    QS =D

  • tatiangtatiang Member, Sous Chef, PRO, Senior Sous-Chef Posts: 11,949
    edited January 2015

    Drop-down menus

    See http://forums.gamesalad.com/discussion/comment/449977/p1.

    Note: This uses the Nighty build of Creator (http://gamesalad.com/previous-releases).

    Edit: attached drop-down menus v9.gameproj.zip that doesn't require nightly build.
    While this isn't flawless, it works pretty well and someone requested it so here it is.

  • JSprojectJSproject Member Posts: 730

    @quantumsheep said:
    I think it's how it used to work before...

    If it ain't broke, I'm not 'fixing' it ;)

    QS =D

    If memory serves the image file extension is not needed in GS since around the introduction of IOS 5. Anyways, an advantage of not adding the extension (apart from a little bit smaller xml-files) is that you can replace png-images, that has been imported into GS, with e.g. jpg-files(*). The jpg-files will not show in the images-pane in GS but they will load fine in preview and they will load fine in ad-hoc builds. Not going into any details here as to why/when you may or may not want to do that, just a tip... :)

    (*)via "show package content" and replacing files in the images folder

  • quantumsheepquantumsheep Member Posts: 8,188

    I like my .pngs ;)

  • BenMakesGamesBenMakesGames Member Posts: 85
    edited March 2014

    Love this thread

  • StormyStudioStormyStudio United KingdomMember Posts: 3,989
    edited March 2014

    Here's a tidy bit of code for making you actors bounce into existence.

    I've really tried to scale back the needed rules and attributes to the bare essentials so it's easy to reuse and add into projects.

    It uses 3 self attributes on an actor,

    • target height
    • target width
    • bouncyness

    Here's a vid showing it in action and a quick run through of how to use the code/rules/script.

    It's made using the Release Candidate 11.0.0.0.0.0.1. So if your using this in the future and a stable build of 11 has been released you'll need to change the project extension to .gameproj .... also hi there in the future... say hi to future me if you see me around.

    Also if your interested in this you might want to check out RThurmans other bouncy scripts he shared in the Spare Code thread back on page 5. They give you a few other opitons to build on too.

  • JDuaneJJDuaneJ San Francisco Member Posts: 300

    @StormyStudio thanks! I've been doing this more and it really makes spawning actors/UI fun. It's nice to have a quick way to adjust the settings now. Peace

  • gingagaminggingagaming FREELANCE GS DEV Member Posts: 1,688

    Apple has rejected my April Fools joke that I had planned for my April 1st release so Im not going ahead with it. So here is the template if someone wants to play with it for another year. Apples reason was that a user may think it charged their phone and was misleading! Hell Thats the April fools joke! Anyhow, April fools is a western thing so maybe our Apples friends just don't get it. Just to clarify, the MR T art and sounds cannot be used in any commercial project at all. You will be infringing rights if you do so.

  • JDuaneJJDuaneJ San Francisco Member Posts: 300

    Funny. Have you tried Google Play @gingagaming

  • gingagaminggingagaming FREELANCE GS DEV Member Posts: 1,688

    @JDuaneJ‌ Google play will take it but I'm just not going to bother now, its just a small fish without iOS. After sending out 200 press releases I feel deflated! Hope they don't go live. lol. Maybe I will publish the google play version just for the sake of it. :'(

  • JDuaneJJDuaneJ San Francisco Member Posts: 300

    Doh! Sending out PRs before an App is approved? Sux man, sorry about that. Might as well send it on through Google and publish it for a couple weeks. Meh idk.

  • StormyStudioStormyStudio United KingdomMember Posts: 3,989
    edited March 2014

    Re-written my bounce script that I shared yesterday.

    Just drag and drop onto any actor and it works.

    No creation of self attributes required

    Instead it makes use of

    self.name, for bounce percentage

    self.Physics.Density for Target Width

    self.Physics.Friction for Target Height

    So as long as your not using Physics for your actor this is a much quicker way to simply drag a 'bounce into existence' onto any actor.

    It just works.

  • RThurmanRThurman Member, Sous Chef, PRO Posts: 2,881

    @StormyStudio‌ -- really nice! A very creative use of already existing self-attributes. Thanks for sharing this!

  • -Timo--Timo- Member Posts: 2,313

    made this simplified joystick movement :) easy to understand and edit! http://www.mediafire.com/download/i2qc99oi5556nfo/simplefied_joystick.zip

  • Braydon_SFXBraydon_SFX Member, Sous Chef, Bowlboy Sidekick Posts: 9,273
    edited March 2014

    Ah this thread is finally a sticky!

    EDIT: Or maybe not...

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